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Evocation Spells

The school of the war mage. A flash of fire, a spear of ice, a bolt of lightning from the fingertips. Anything that is a flash of power, a burst of light, or otherwise very temporary is an evocation. Most evocation spells require the targeted creatures to make a save rather than the caster to make an attack roll.

Simplex

Energy Bolt: Selected energy type deals 1d4 and +1d4 per 2 CL (Max 5d4) damage

Light: Make a touched object glow like a torch for 1 hour per CL

Advanced Simplex

Energy Strike: Melee touch attacks deal 1d4 + 1d4 per 2 HD energy damage per hit.

Greater Missile Strike: Fire a large magic missile at a single target dealing 1d6 per 2 CL damage Max 5d6; gain a second missile at 15th level

Level 1

Darkness: Make area around yourself dark; impenetrable by most light sources

Energy Spray: 15 ft. cone of at least 1d4 energy damage

Flash Bang: 15 ft. radius temporary stun and blind.

Fox Fire: Fills an area with glowing mushroom spores that reduces their AC and reveals hidden foes.

Magic Missile, Lesser: Fire unerring missiles at your foe

Palm Burst: Melee touch for at least 1d10 energy damage

Sonic Lance: Deals at least 1d6 sonic damage, temporarily deafens, does extra damage to materials

Level 2

Energy Imbuement: Swiftly apply energy damage to a weapon, for a short time.

Mote: Concentration spell; Deal at least 1d6 energy damage a round for several rounds

Torrent: Water wave shoves foes, sometimes deals damage, in an area

Wind Buffet: Create a swift buff of wind that interrupts casters and pushes others back

Level 3

Energy Burst: Deal at least 1d6 points of selected energy damage in a radial area.

Energy line: Deal at least 1d6 points of a selected energy damage to all subjects in a line

Golden Rays: Shoot rays that deal heat damage and deal double damage to undead

Magic Missile, Moderate: Unerring missile swarm deals 1d6 force damage per missile, divided evenly among visible targets in range

Palm Toss: Throw subject into the air and knock them prone

Water Jet: Sweeping beam of water deals at least 1d6 slashing damage in area

Level 4

Energy Cloak: Deal retaliation damage with selected energy type. Take half damage from selected type

Holy Fire: A lash of (un)holy energy and fire to cleans your foes

Scoria Spray: 30 ft. cone deals heat and bludgeoning damage; obscures vision

Level 5

Area Denial: Turn squares into traps that deal energy damage

Bulwark of Force: Create a very sturdy wall of force the breaks line of effect, but not line of sight.

Energy Chain: Deal at least 1d10 energy damage to selected targets in an area

Level 6

Lode Disc: Magic disc causes havoc with metal weaponry

Greater Magic Missile: Fire up to 4 large missiles for moderate damage

Level 7

Deflagration: Greatly burn a foe with fire, ignite nearby foes as well

Rime Deposition: Freeze the water in the air around a subject, deals damage and locks target in place

Saline Encasement: Form a damaging crust of salt on your foe dealing upfront damage, and damage over time

Vitrification Field: Create an area that deals slashing damage to creatures that enter it

Level 8

Bolt from the Blue: Regardless of weather, drop a powerful bolt of lightning on a target.

Crystal Halo: Create a halo of crystal shards that does several things